How to Play

Through the Desert

2-5 players 45-45 min 7.2 Board Game Geek Rating

In this strategic tile-laying game, players control nomadic tribes competing for desert dominance. Using plastic camels, you build snaking caravan routes to claim oases and territory while blocking opponents' expansion. Victory comes through multiple scoring paths: longest caravans, oasis control, or territorial dominance. Strategic placement is crucial to avoid being cut off from valuable resources.

Published 1998

Through the Desert

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the board
Set the board either Mountain or River side up; the River side has additional scoring rules
2
Restrict play area
At 2-3 players, the shaded area is not used
3
Create the supply
Place the 5pt Tokens, leaderless Camels, and Largest Caravan Tokens in a supply
4
Adjust for player count
At 2 players remove 8 Camels of each colour (22 per player); at 3 players remove 4 Camels of each colour (26 per player)
5
Place Watering Hole Tokens on Oases
At 2-3 players choose 1 random Oases hex, at 4-5 players choose 2 random Oases hexes, and place a random Watering Hole Token on each
6
Place Oasis Markers
Put an Oasis Marker on each remaining Oasis hex
7
Place Watering Hole Tokens
Place a random Watering Hole Token on each Watering Hole Hex, matching the colour facing up to the map you're using
8
Take player components
Each player takes a Leader Colour Token and the 5 Leaders with a rider of that colour
9
Adjust leaders for 5 players
Each player uses only 4 Leaders and returns a different colour leader to the box
10
Determine first player
The last player to take a drink of water is the First Player
11
Place leaders in turn order
Starting with the First Player and proceeding clockwise, each player places one Leader until all leaders are placed
12
Follow placement restrictions
Leaders must be placed on hexes not adjacent to an Oasis or another Leader
13
Avoid occupied hexes
Leaders cannot be placed on hexes containing any Token, Marker, Mountain, or Leader
14
Diversify first leader colours
The first leader each player places must be of a different colour than all previous leaders, if possible
15
Establish caravans
Each player will have one connected caravan of each colour, with the leader as the starting point and its rider colour showing ownership

On Your Turn

What you can do during your turn.

1
Place 2 Camels
During their turn, each player must place exactly 2 Camels
2
First turn exception
The first 2 players place only 1 Camel on their first turn; in a 2-player game, only the 1st player has this restriction
3
Connect to your caravan
Each Camel must be placed on a hex adjacent to the player's caravan of the same colour
4
Avoid opponent caravans
Camels cannot be placed adjacent to any other player's caravan of that colour
5
Respect blocked spaces
Camels cannot be placed on hexes containing an Oasis Marker, Mountain, Leader, or other Camel
6
Allow special placements
Camels may be placed on Watering Holes and Watering Hole Tokens, adjacent to a Caravan of a different colour, and the Caravan may fork
7
Choose camel colours freely
The two Camels placed may be the same colour or different
8
Collect Watering Hole Tokens
If placed on a Watering Hole Token, the player takes that token
9
Score Oasis connections
If placed adjacent to an Oasis Marker that the player didn't already have a Camel of that colour adjacent to, take a 5pt token
10
Score river crossings (River Board only)
If placed so that the Caravan crosses the river for the first time, take a 5pt token
11
Enclose areas
A group of hexes is enclosed if surrounded by Camels of a single caravan and/or the map edge, containing no Leaders or Camels
12
Score enclosed areas
Within the enclosed area, take each Watering Hole Token and score 5pts for each Oases Marker that the surrounding Caravan hadn't already scored
13
Note enclosed hexes
At the end of the game, score 1pt for each empty hex in the enclosure
14
End game if stuck
If a player cannot place a camel, the game ends
15
Enclosed hexes are blocked
A Camel cannot be placed on an enclosed hex
16
Leaders are Camels
Leaders count as Camels for all rules
17
Hide token values (optional)
When scoring a Watering Hole Token, place it facedown or underneath your Leader Colour Token to conceal its value

Winning

How to claim victory.

1
Trigger game end
When the last camel of a colour is placed, that player finishes their turn and the game ends; if they had not yet placed a second camel, they may do so
2
Score largest caravans
For each colour, the player with the largest Caravan of that colour scores 10pts; if tied, tied players score 5pts each
3
Score enclosures
Each empty hex in an enclosure scores the player whose Caravan surrounds it 1pt; Oasis Markers and Mountains do not count, but Watering Hole hexes do count
4
Determine the winner
The player with the most total points wins

watch & Learn

Let the pros teach you with these top videos.

Aprenda ou relembre como jogar Through the Desert

Aprenda ou relembre como jogar Through the Desert

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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